Detailed CAD for Touch Controllers
So the problem is this: as a dev on the Quest and Rift S I would have loved it if the controllers could just plug in to recharge like my Vive and Index controllers, with the Rift I get through a fair number of batteries (I now constantly swap in and out rechargables) As someone who owns a 3D printer it would be great if detailed CAD models were supplied so I can stick rechargeable batteries in them and easily plug them in after use for recharging with a custom cover with a hole for a cable (wireless AA's would have solved this but I couldn't find any for sale). I have looked at the current CAD models and they don't appear to give the magnetic connection points and detail required, unlike the CV1 that came with better CAD models and I ended up printing some useful accessories for hardware attachments. If anyone has done the leg work or a scan already and is sharing the models, awesome please let me know ... otherwise if Oculus wants to jump in and upload them, that would be just as awesome. Last ditch effort will be me forking out for a scanner (which some other projects could probably benefit from) or painstakingly measuring them605Views0likes0CommentsOculus Touch quick start guide - plus free skinned hand models
Hey, so you just got Touch? Fantastic. I thought I'd make a quick list of points to help you get going with Unity integration. This might be obvious stuff to others but I thought with the number of additional devs receiving Touch kits and Oculus continuing to hand them out this might benefit some. And Cyber [or anyone else], please correct me if I'm wrong about the following stuff: 1.First up, grab the latest Oculus Unity Utilities and Touch integration. This stuff is still evolving so to avoid errors and snags, make sure you're up to date. See the ReadMe file in the OvrTouch folder for these points and more info. 2.In your project, once the Touch sample package is imported, bring in the Touch prefabs and connect up the right and left hand anchors. You can find the prefabs in the OvrTouch/Content/Hands/ folder. Select the prefabs one at a time and drag the appropriate HandAnchor transform to the Touch Anchor field on the prefab. 3. To prevent odd movement glitches and update issues, it's recommended that you parent the hand prefabs into the PlayerController hierarchy, preferably under the camera coordinate space. Under the TrackingSpace node seems to work well for me. 4. Set: Edit->Project Settings->Time->Fixed Timestep = 0.01111111 to reduce judder and hand tracking latency. 5. Don't forget to try the sample scenes in the OvrTouch/Content folder. OvrTouchDemo and TapeMeasure in particular for a taste of the haptics capability. 6. Now to the fun stuff. I think Oculus prefer that we not use the blue sample hands in projects we distribute or show to others. I skinned up a pair of replacement hands you're welcome to use if you like. They're a bit higher resolution than the samples [and let's face it they're a pair of white male hands which may not suit you or your project!] but you can at least get going with them if you want to move away from the blue ones. They look like this: Get them from my dropbox here: https://www.dropbox.com/s/v71kr0p5ooaxvhz/HumanHands.zip?dl=0 In the zip file you should find the following items: r_hand_skeletal.fbx <-- replace the identical item in your OvrTouch/Content/Hands/Models/ folder with this l_hand_skeletal.fbx <-- replace the identical item in your OvrTouch/Content/Hands/Models/ folder with this humanHand_3D_COLOR.jpg <-- put this wherever you prefer to keep textures humanHand_3D_NRM.jpg <-- put this wherever you prefer to keep textures humanHandSkin.mat <-- put this wherever you prefer to keep materials These hands come from a blender model created by SuperDasil: http://www.blendswap.com/blends/view/81285 licensed under the Creative Commons. I have remodeled them a bit to match the Oculus touch sample joint proportions and capped the ends to be a little more pleasing to the eye. Should updated Oculus Touch samples come along with significant changes I can update these to match. 7. Finally you'll want to grab things in your own project huh. Items you wish to interact with need to be rigidBody physics objects which means you'll want to setup the usual components required for that. This may also mean you need to set up colliders etc so your objects don't fall through the floor when you put them down [or throw them for fun]. Simply add the supplied Grabbable.cs script [OvrTouch/Script/Hands/] to your object and you should be good to go. That should get you up and running. If anyone else has useful info to share please do, the more the merrier. -julian12KViews0likes15CommentsovrInputState issue with Touch
Hi, I am trying to get the button state with the code on the documentation : if (OVR_SUCCESS(ovr_GetInputState(this->session_, ovrControllerType_RTouch, &RtouchinputState))) { std::cout << "last update Rtouch : " << RtouchinputState.TimeInSeconds << std::endl; if (RtouchinputState.Buttons) { std::cout << "Rtouch button pressed" << std::endl; } if (RtouchinputState.Buttons & ovrButton_A) { std::cout << " Handle A button being pressed " << std::endl; } } And the input state seems to stay at 0 whatever the button i press. The touch are working, i can use them in others applications. Also the updated time spent is always 1.854e+06, is it normal ? The tracking state looks to work, i can get the poses of my right and left touch. Any ideas ? Best regards,490Views0likes0CommentsGet controller battery level for Oculus Rift S in .NET
Hello, I'm trying to retrieve the controller battery level of my Rift S stations to be displayed in an aggregated dashboard for easy monitoring. I tried using the C++ library and create a wrapper around it to use in my project, but I can't find any references to a battery level method. Is there another way to achieve that? Or any pointers (huhu) on how to achieve this with the native C++ SDK? Thanks in advance!1.1KViews0likes1CommentCan we expect an updated Rift-S / Quest accessories guide / CAD files?
Being both a VR and 3d printing enthusiast, I do a bit of custom accessory hacking, and was wondering if there are plans to release new CAD files for the updated Rift-S/Quest touch controls, and if so, when might we expect them? Fun times, primed and ready for a paint job!1.1KViews0likes3Comments[Delete] Returning a gameobject to original position when release a grab from touch controller.
I'm having a scene with multiple gameobjects that i can grab. I am using the OVR Grabber and Grabbable scripts, but I want to set it up so that when the player releases the object in a certain distance, it snaps back to it's original position and rotation. Without using vrtk1.2KViews0likes1CommentVR Touch Steering Wheel
So I wanna make a game with car controls just like this. Currently using the latest version of Oculus Rift. I'm so close to it but I can only code the joystick (of the left hand controller) to control the steering wheel, not the user's hands. The thought process behind the following code below is that: Detect collision between user's hand and steering wheel (Success). Detect if user is gripping hand (Success). Detect if one hand is higher than the other (Can detect positions of both hands and compare values of the y-axis coordinates). Animate steering wheel based on which hand is higher. For example if the right hand is higher, rotate steering wheel to the right, left hand higher = rotate steering wheel to the left. (Fail) [code=CSharp]using System.Collections; using System.Collections.Generic; using UnityEngine; public class Oculus_Steering : MonoBehaviour { public GameObject rightHand; public GameObject leftHand; float maxTurnAngle = 45f; // Detect Collision with Player void OnTriggerEnter (Collider other) { Debug.Log("hello"); Debug.Log("LEFT: "+OVRInput.Get(OVRInput.Axis1D.PrimaryHandTrigger)+" and "+ Mathf.Abs(leftHand.transform.position.y)); Debug.Log("RIGHT: " + OVRInput.Get(OVRInput.Axis1D.SecondaryHandTrigger)+" and " + Mathf.Abs(rightHand.transform.position.y)); //when leftHand elevation is higher turn wheel to left if (Mathf.Abs(leftHand.transform.position.y) > Mathf.Abs(rightHand.transform.position.y)) { transform.localEulerAngles = Vector3.back * Mathf.Clamp(-97, -maxTurnAngle, maxTurnAngle); } else { //when rightHand elevation is higher turn wheel to right transform.localEulerAngles = Vector3.back * Mathf.Clamp(97, -maxTurnAngle, maxTurnAngle); } } void Update() { //for joystick; takes the horizontal input to determine if steering wheel should rotate left or right transform.localEulerAngles = Vector3.back * Mathf.Clamp((Input.GetAxis("Horizontal") * 100), -maxTurnAngle, maxTurnAngle); } } I'm fairly new to unity and coding so if you need any more information, please don't hesitate to ask! Thank you in advanced. P.S. I am currently using the latest version of Oculus Rift. I will provide the version of game engine, and a copy of the scene I am using in the comments below later in the morning. Edit: Using unity 2018.3.11f1 and the file is too large whoops.3KViews1like3CommentsTouch Controller input while Rift S is on Desk
I'm working on an unreal engine project with the Rift S. I have setup UE_LOG output to display in the unreal engine output log panel if I click buttons on the touch controllers. Everything works if I am wearing the Rift S. But if I take off the device and put it on my desk. The display in the device automatically turns off even though I can see the device is still tracking properly in the VR Preview of the editor. The touch controllers track properly in this state but the buttons stop responding. I would like to be able to leave the device on my desk and have the touch controllers report button clicks so i can see the various editor windows during development. How can I achieve this?512Views0likes0CommentsTouch trigger has no response
We use Unity 3D to develop, and we have found oculus touch will be identified as Xbox controller, which causes it to fail to respond to its own events. For example, when we only connect touch without XBOX controller, touch trigger has no response. Is there a solution to this problem? When touch and Xbox controller are connected to the computer at the same time, all of the touch buttons work properly. Unity v5.5.0f3, Oculus Utilities v1.13.0, OVRPlugin v1.10.0, SDK v1.16.0. UnityEngine.Debug:Log(Object) OVRManager:Awake() (at Assets/OVR/Scripts/OVRManager.cs:535) Operating system is Windows 101.3KViews0likes3Comments